Guy's Journal 2: Return of Guy's Journal or: what i'm doing when i'm not making tiles for cja
#31
Posted 23 June 2010 - 10:52 PM
Bullets, or any sort of projectile which causes harm to anything, is treated as a particle in-game. That's how it is, that's how it has to be for a lot of the weapons to work. Now, you--you're telling me that I should have sprites. Okay. Fine. We'll assume, for a second, that this isn't a completely goddamn RETARDED idea, just for you, okay? Okay. So if I want a sprite--are you following along?--if I want a sprite to be able to be hurt by, say, bullets, which--remember now!--are particles, that means that, in the code for the particle engine, I have to add in checks on every harming particle to check whether or not that particle is colliding with a sprite. Got that? Are we clear? Okay. Now, see, the problem with that is that I would--I would have to check every goddamn sprite's collision boundaries, for every goddamn particle, every cycle. You may not have realized this by now, but that is HORRIBLE. And you're horrible for even SUGGESTING that this could ever even begin to approach the realms of "feasible." Alternatively, I could have each sprite check and see if there are any particles inside it--of course, that would be eleven million times worse, because there can be in excess of 100 particles on-screen at a time. I could make the particles sprites--I could, I mean, if that weren't almost as stupid an idea as your face is stupid. No amount of good programming is going to make this remotely feasible in MZX given the current constraints of the game. Even if I could get it to a point where it REMOTELY worked, I'd have one goddamn slow game, and I am not sacrificing speed and stability for some DUMB BULLSHIT like whatever the FUCK you have in mind, you IDIOT. Then I'd just be Logicow, and nobody wants that.
Oh, or maybe, ha ha, maybe, Maybe I could go back and completely Motherfuckjgnigh redo the Entire weapons engine and make it DUMB and BORING and BUGGY and AWFUL so you can have your GODDAMN SPRITES GOD DAMN IRT JESTSYUS FUCK YOU FUCK YOU.
#32
Posted 23 June 2010 - 11:02 PM
Ough, on 23 June 2010 - 04:52 PM, said:
Okay, what? I can understand not wanting to do the checks in the particle engine, that's ridiculous, but doing the checks in every active onscreen sprite would not even remotely be as bad. The particles write to the overlay, right? Just have every sprite check all of its squares for particle overlay. Are you an idoit?
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#33
Posted 23 June 2010 - 11:07 PM
What kind of a moron would write particles to the overlay? Particles are written to the vlayer, and overlaid as a sprite. And another thing. Particles don't carry information about their function in their char or color. So checking a sprite's corresponding vlayer tiles wouldn't do jack diddly bow wow blammo squat. There would be no way to differentiate effect particles from damaging ones.
#34
Posted 23 June 2010 - 11:13 PM
here's some pseudocode
if (there's a particle in my crib) {
for each particle in the particle system {
if (the particle can hurt me and its coordinates match the location of where I found a particle) {
O-ouch!!!
}
}
}edit: forgot braces
This post has been edited by Lachesis: 23 June 2010 - 11:20 PM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#35
Posted 23 June 2010 - 11:39 PM
Quote
I never said it would be hard to check the vlayer. The face of the matter is that It doesn't matter two shits what's on the vlayer. You cannot contain all the necessary information with character and color alone. If you have to check every existing particle every time you are aware of one within the sprite's boundaries, that's only slightly--ever so slightly!--better than simply checking them every cycle. It could work, to a degree, assuming I use very few particles and very few sprites, although it would ignore cases where there are overlapping particles in a single location, and it wouldn't allow for sprites to block particles the way robots do unless the sprites' handlers went ahead and marked them for deletion.
But all of this is completely beside the point anyway! I'm not adding sprite enemies or a sprite player or any other such bullshit thing. Not only is there no room in the char set for big ol' honkin' sprite imagery, but programming sprite enemies would be several times more difficult than regular ones, and the simple fact of the matter ANYWAY is that I DON'T NEED ANY SPRITE ENEMIES. None! No no no! One of my main DESIGN goals is to make a functional 1x1 MZX platformer that is both intuitive and fun, because people like YOU seem to think that's a tall order. I have an unlimited number of ideas for enemies before I even have to consider branching into sprite territory. There is no need for larger ones, and there will never be. Excuse me for playing to MZX's strengths, but I'm not going to make things any more complicated than they need to be for me to get across a good art direction and an entertaining gameplay system. I will fucking chew on your ankles. No, I swear I will break off your legs at the knees and I will eat your shins right in front of you. I hate you!
#36
Posted 23 June 2010 - 11:43 PM
#37
Posted 23 June 2010 - 11:47 PM
Congratulations on insulting a potential Internet Friend and making her not want to see your face ever again, good-bye Guy
edit: also, last time I checked, only Admins, Mods, and Elites can lock their own threads :S
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#39
Posted 23 June 2010 - 11:53 PM
#40
Posted 24 June 2010 - 12:16 AM
Also, dumb ol' Lancer-X did overlay projectiles with no significant lag.
#41
Posted 24 June 2010 - 12:23 AM

Most of this level's design was contributed by CJA, our special guest level designer! Let's give him a big round of applause. >:D
This post has been edited by Ough: 24 June 2010 - 12:25 AM
#42
Posted 24 June 2010 - 01:44 AM
#43
Posted 24 June 2010 - 10:03 AM
#44
Posted 24 June 2010 - 03:54 PM
Nothing froths up those creative juices like a nice Lachesis rivalry. I know firsthand.
#45
Posted 24 June 2010 - 07:58 PM
Seventh Shade, on 24 June 2010 - 10:16 AM, said:
おい

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#48
Posted 15 July 2010 - 04:42 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#50
Posted 15 July 2010 - 02:18 PM
#52
Posted 16 July 2010 - 05:22 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#54
Posted 16 August 2010 - 04:18 PM
the vlayer sure does fail to erase shit that's on it, meaning if you progress several levels you start to see ghost images of dead particles and the status bar floating around... why's it do that...
i might even have to have a brief loading screen while i set the vlayer to maximum size and manually clear it! god damn thing!
Here, have a level map
This post has been edited by Ough: 16 August 2010 - 04:21 PM
#55
Posted 28 January 2011 - 08:27 PM
As for the vlayer; set it to maximum size before gameplay, save an MZM of the blank vlayer, load the MZM onto the vlayer every time you need to clear it.
Also, maybe on the map, you could have the char where the player is blink so they know where they are (assuming the map can be opened during gameplay).
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#56
Posted 30 January 2011 - 05:37 PM

#57
Posted 30 January 2011 - 07:28 PM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#58
Posted 30 January 2011 - 07:50 PM
1. This is a series of video games. In a series, the installments tend to be thematically similar. This is because the usual reason for producing a sequel to a production is that the original was popular; continuing to play off of those merits is only natural.
2. This plays to the producers' abilities and desires. Did you ever consider that, perhaps, I feel that platformers are my strong suit, or that I enjoy making that particular style of video game?
3. No two entries in this series can even be considered similar enough to be "the same." Every installment so far has introduced multiple new gameplay elements and refined the existing standard to a more playable, enjoyable state.
Finally, there's something about pots calling kettles names, mister every-game-I've-ever-produced-is-a-painfully-wapanese-Final-Fantasy-knockoff. Not to mention that you've even REMADE your own games several times, which is a lot closer to outright duplication of an entry than I've ever gone and done.
75% © nice wording, needs more elaboration
#59
Posted 30 January 2011 - 09:26 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#60
Posted 30 January 2011 - 10:36 PM
Lancer-X, on 30 January 2011 - 02:26 PM, said:
Can somebody make this game please
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository

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